Wasn't sure how to word the title.
How do you create a trigger that makes a building that is not already built? I want to make a trigger that makes a pylon that builds for 15 seconds, without issuing a unit order to a probe. Is there a way to do this or will I just need to have invisible probes zooming around the field?
Good news, I found the "Under Construction" flag in the create unit trigger. However, I don't know where the build time is coming from, as ordinarily it comes from the "build" ability. Can anyone help with that?
The build time comes from the build ability like you just told us. If you want it to take 15 seconds to build then change the time in the build ability.
If not you could do this...
Buildpylonin15.Events-------Anepicawesomeevent.LocalVariablesceatedUnit=NoUnit<Unit>ConditionsActionsUnit-Create1Pylonforplayer(Pickedplayer)atPoint001usingdefaultfacing(UnderConstruction)Variable-SetceatedUnit=(Lastcreatedunit)General-Wait15.0GameTimesecondsUnit-ReplaceceatedUnitwithaPylonusingNewUnits's Max vitals
Huh, really? That's interesting. Just tried and it works, but why is that? If I make a new ability with the ability to build pylons and change the time there, then what?
Good news, I found the "Under Construction" flag in the create unit trigger. However, I don't know where the build time is coming from, as ordinarily it comes from the "build" ability. Can anyone help with that?
"Save me from the second page!" He says
The build time comes from the build ability like you just told us. If you want it to take 15 seconds to build then change the time in the build ability.
If not you could do this...
@ZeroAme:
Huh, really? That's interesting. Just tried and it works, but why is that? If I make a new ability with the ability to build pylons and change the time there, then what?
Im not really too sure what will happen if you have 2 abilities building the same unit.